Nightcats:Players Guide
Playing a Nightcat
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“The city is full of men with swords. A Nightcat is something else.”
Nightcats are not necessarily heroes. Not in the way stories tell it. They are not soldiers marching beneath banners, nor chosen figures marked by fate. They are something smaller, sharper, and far more dangerous.
They are survivors.
A Nightcat lives because they act when others hesitate. Because they see the narrow path where none appears. Because when the world closes its hand, they slip between the fingers.
If you are waiting for permission, you are already dead.
What Is a Nightcat?
[edit]A Nightcat is not defined by title or allegiance, but by habit and instinct. Some are thieves, some climbers, some talkers, some killers—but all have learned the same lesson: the world does not reward caution for long.
A Nightcat moves where others cannot. They climb walls instead of knocking on doors. They listen where others speak. They take what is not offered and vanish before the cost is counted.
They are shaped by bad places, worse luck, and the quiet knowledge that survival belongs to those who seize opportunity when it appears.
Honor, law, and duty may matter to others. A Nightcat measures the moment instead.
How to Play a Nightcat
[edit]When you are unsure what to do, act.
Hesitation is the one mistake that cannot be undone. A Nightcat moves first, even when the plan is not perfect, because a flawed plan carried out now is worth more than a perfect plan that comes too late.
Risk is not a flaw—it is the price of doing anything that matters. Safe choices keep you breathing, but they rarely change your circumstances. A Nightcat takes risks because the alternative is to remain where they are.
The world itself is your greatest advantage. Rooftops, alleys, crowds, shadows, narrow passages—these are tools as much as any blade. A clever Nightcat is never standing where the fight expects them to be.
Steel has its place, but words open more doors than knives ever will. A well-timed lie, a confident tone, or a moment of distraction can turn danger aside without a drop of blood.
And when the moment turns against you—as it will—a Nightcat does not stand their ground out of pride. They run, because living to return is the only victory that matters.
What Matters
[edit]In Jhelum, position is often more important than strength. Where you stand—above, behind, unseen—can decide a conflict before it begins.
Timing is everything. To act too early is to reveal yourself. To act too late is to lose the moment entirely. A Nightcat learns to feel when the world is about to shift, and moves with it.
Reputation travels faster than any river. What people believe about you can open doors that would otherwise remain barred—or close them forever. A name, once made, is as much a tool as any blade.
Coin matters, but not for the reasons the wealthy claim. It is not comfort or luxury that drives a Nightcat, but survival. Coin buys time, options, and the chance to walk away when things turn bad.
The Shape of Play
[edit]The life of a Nightcat is not a straight road, but a series of dangerous turns.
You will find yourself drawn into thefts where the prize is never quite what it seemed. Into escapes where the path behind you is already closing. Into bargains where the cost is not revealed until too late.
You will be offered opportunities that others fear to touch. You will go to places that sensible people avoid. You will take jobs that begin badly and grow worse.
And more often than not, you will find yourself in trouble before you have time to understand how you got there.
That is where Nightcats live.
You Are Not Alone
[edit]Few Nightcats survive long alone.
Not because they trust easily—trust is rare in Jhelum—but because survival favors those who can rely on others, even if only for a moment.
One watches the approach while another works the lock. One speaks while another listens. One climbs where another cannot. One holds the line long enough for the others to escape.
Partnership is not always friendship. It is necessity.
And sometimes, necessity is enough.
Trouble Follows You
[edit]If everything seems simple, it is not.
The job will be more complicated than promised. The mark will be more dangerous than they appear. Someone else will want what you have taken, or what you are about to take.
Complications are not interruptions. They are the natural state of things.
A wise Nightcat does not hope to avoid trouble. They expect it, adapt to it, and, when possible, turn it to their advantage.
A Good Nightcat
[edit]A good Nightcat is not the strongest, nor the most skilled, nor the most feared.
They are the one who acts.
They are bold enough to seize the moment, clever enough to find a path where none is obvious, and unpredictable enough that others cannot easily anticipate them. Above all, they are practical. They know when to press forward, and when to let go.
Not every plan succeeds. Not every risk pays off. But a good (or lucky) Nightcat survives to try again!
A Quick Primer on Barbarians of Lemuria
[edit]Let us not bury the blade in ornament. Barbarians of Lemuria lives and dies on a single, elegant engine: roll two dice, add what matters, and see what fate allows. What follows is all you truly need at the table.
The Core Roll
[edit]Whenever a character attempts something uncertain, dangerous, or dramatic:
Roll 2d6 + Attribute + Career (if relevant) + Situational Bonus or Penalty
You succeed on a roll of 9+. A roll of natural 12 is a Legendary Success. Fail and something goes wrong.
No roll is made if the task is trivial, success is obvious, or failure would not matter.
In combat, you will substitute a Combat Ability (Melee, Ranged) for an attribute, and you succeed on a score of 9 plus the target's Defense score.
Attributes (The Raw Stuff Of Heroes)
[edit]You will usually add one of these:
Strength — lifting, breaking, fighting with force
Agility — dodging, climbing, sneaking
Mind — knowledge, perception, reasoning
Appeal — charm, deception, presence
Pick the one that best fits the action. Do not overthink it.
Careers (Where The Story Lives)
[edit]If your character has a relevant background, add it.
A thief climbing a wall? Add Burglar.
A priest recalling lore? Add Priest.
A merchant haggling for price? Add Caravan Trader.
If it fits—even loosely—it counts. If it doesn’t, don’t force it.
Bonus Dice & Penalty Dice (Fortune’s Favor Or Scorn)
[edit]Instead of fiddly modifiers, BoL uses a simple trick:
- Bonus Die → roll 3d6, keep the best 2
- Penalty Die → roll 3d6, keep the worst 2
These replace most small modifiers.
Bonus and penalty dice can stack.
Bonus dice and penalty dice will cancel one another out on a one-for-one basis.
Weapon Damage
[edit]Weapon damage uses a similar system. For example, a medium weapon like a scimitar might do 1d6 damage to Lifeblood. A light weapon like a dagger would do 1d6L, meaning roll 2 dice, take the lowest one; a heavy weapon might do 1d6H, meaning roll 2 dice, take the highest one.
When To Use Them
[edit]Good tools, clever plan, appropriate Boon → Bonus Die
Darkness, bad footing, rushed, appropriate Flaw → Penalty Die
Hero Points (When You Refuse To Fail)
[edit]If the roll matters—really matters—you may spend a Hero Point to:
- Reroll the dice
- Improve the outcome
- Do something bold and cinematic
This is how heroes cheat death.
Final Word
[edit]Climb fast. Cut clean. Leave nothing behind but questions.
